Vertex pull fullscreen lighting texture shader

This commit is contained in:
2025-11-13 10:28:34 +00:00
parent b012d3c41e
commit 8dee93991a
6 changed files with 28 additions and 21 deletions
-2
View File
@@ -4,8 +4,6 @@ layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; };
layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
//layout(location=0)uniform vec3 lightPos;
//layout(location=1)uniform vec4 lumRad;
vec4 projNear (vec4 pos)
{
// note we project to a specific height
+1
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@@ -57,6 +57,7 @@ void main()
// test if the edge is part of the silhouette
// that is, if the normals of the faces connected to the edge are in
// "different directions" wrt the light direction
// (first test the "drawbit")
if (p0.w==1 && dot(n0, lightDir) * dot(n1, lightDir) <= 0 &&
(dot(lightDir, lightDir) < ru2 || dot(lightDir2, lightDir2) < ru2))
// using <= rather than < seems to get rid of overlapping shadow
+7 -8
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@@ -1,7 +1,6 @@
#version 450 core
layout(early_fragment_tests) in;
layout(location=0)uniform vec3 lightPos;
layout(location=1)uniform vec4 lumRad;
layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; };
layout (binding = 0) uniform sampler2D screenTexture;
layout (binding = 1) uniform sampler2D normals;
in vec2 vTexPos;
@@ -9,18 +8,18 @@ out vec4 fColor;
float rad = lumRad.a;
void main() {
vec3 pos = texture(screenTexture, vTexPos).xyz;
vec3 distVec = pos - lightPos;
vec3 distVec = pos - lightPos.xyz;
float dist = dot(distVec, distVec);
if (dist > rad) {
discard;
}
vec4 normbit = texture(normals, vTexPos);
vec3 norm = normbit.xyz;
// if (dist > rad) {
// discard;
// }
vec3 norm = texture(normals, vTexPos).xyz;
float y1 = dot(norm, distVec);
float y2 = float(y1 > 0 ? 1 : 0);
float x = 1 - (pow(dist / rad,4));
//float x = 1 - (dist / rad);
//float x = 1;
//float x = (dist > rad ? 0 : 1);
vec3 c = y2* x * lumRad.rgb;
fColor = vec4(c, 0);
}
+3 -4
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@@ -1,9 +1,8 @@
#version 450 core
layout (location = 0) in vec2 pos;
layout (location = 1) in vec2 texPos;
layout (std140, binding = 2) uniform PosTex { vec4 posTex[6]; };
out vec2 vTexPos;
void main()
{
gl_Position = vec4(pos,0,1);
vTexPos = texPos;
gl_Position = vec4(posTex[gl_VertexID].xy,0,1);
vTexPos = posTex[gl_VertexID].zw;
}
+16
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@@ -44,6 +44,12 @@ preloadRender = do
glNamedBufferStorage lightubo 32 nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_UNIFORM_BUFFER 1 lightubo
fulltexbo <- mglCreate glCreateBuffers
let ftsize = fromIntegral $ sizeOf (0::Float) * 6 * 4
withArray cornerList' $ \ptr ->
glNamedBufferStorage fulltexbo ftsize ptr 0
glBindBufferBase GL_UNIFORM_BUFFER 2 fulltexbo
winssbo <- mglCreate glCreateBuffers
let winssbosize = sizeOf (0 :: Float) * 8 * 1024
glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
@@ -248,6 +254,16 @@ cornerList =
, [1, 1, 1, 1]
, [1, -1, 1, 0]
]
cornerList' :: [Float]
cornerList' = concat
[ bl, br, tl
, tl, br, tr
]
where
bl = [-1, -1, 0, 0]
br = [ 1, -1, 1, 0]
tl = [-1, 1, 0, 1]
tr = [ 1, 1, 1, 1]
--cornerListForTriangles :: [[Float]]
--cornerListForTriangles =
+1 -7
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@@ -201,13 +201,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_FALSE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shaderUINT)
glUniform3f 0 x y z
glUniform4f 1 r g b rad
glBindVertexArray $ ltextShad ^. shaderVAO . vaoName
glDrawArrays
(_unPrimitiveMode (_shaderPrimitive ltextShad))
0
(fromIntegral (4 :: Int))
glDrawArrays GL_TRIANGLES 0 6
--cleanup: may not be necessary, depending on what comes after...
-- glDisable GL_STENCIL_TEST
-- glDisable GL_SCISSOR_TEST